


obj/var

	idmg = 1
	ibonus = 1
	iatype = 0



obj/item

	/*

	Items should handle the combat verbs, wielding, etc.
	*/

	verb/
		Get()
			if(!heavy && usr.encumberment <= 100)
				set src in view(0)
				src.Move(usr) // Move the object to the user
				usr << "You pick up \a [src]."
			else
				usr << "You cant pick up \a [src], its too heavy!"

		Drop()
			if(!cursed)
				set src in usr.contents
				loc = usr.loc
			else
				usr << "You cant drop up \a [src]. Its stuck on you!"
		/*
		Wield()
			var/messyness = 0
			var/messyname as text
			var/S as obj/item/


			for (/obj/item/S in usr.contents)
				if (wielded)
					messyness = 1
					messyname = S.name

			if (messyness)
				usr << "You are already wielding [messyname]"

			else
				wielded = 1
				usr << "You wield the [src]"
			*/


		examine()
			set src in view(1)
			usr << src.description

			if(src.engraving)
				usr << src.engraving
			if(src.material)
				usr << "It is made of [src.material]"
			sleep(2)
			view() << "[usr] inspects the [src], turning it around in their hands"


	var
		material as text
		heavy = 0
		cursed = 0
		engraving as text
		wielded = 0
		description = "Its a thingie!!"
		volume = 1